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<channel>
	<title>Boston Post Mortem</title>
	<link>http://bostonpostmortem.org</link>
	<description>Games and Grog, once a month</description>
	<pubDate>Thu, 08 May 2008 17:00:11 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.0.4</generator>
	<language>en</language>
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		<title>May Chapter Meeting</title>
		<link>http://bostonpostmortem.org/2008/05/08/may-chapter-meeting/</link>
		<comments>http://bostonpostmortem.org/2008/05/08/may-chapter-meeting/#comments</comments>
		<pubDate>Thu, 08 May 2008 17:00:11 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
		
	<category>Uncategorized</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/05/08/may-chapter-meeting/</guid>
		<description><![CDATA[It&#8217;s time for the Boston Post Mortem again, and this time around we&#8217;re having our very first Wii game Post Mortem!
This month Kurt Reiner of Demiurge Studios will talk about developing &#8220;Brothers in Arms: Double Time&#8221; for the Wii in conjunction with Gearbox Software.  This project began with porting the Unreal Engine 2 engine from [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s time for the Boston Post Mortem again, and this time around we&#8217;re having our very first Wii game Post Mortem!</p>
<p>This month Kurt Reiner of Demiurge Studios will talk about developing &#8220;Brothers in Arms: Double Time&#8221; for the Wii in conjunction with Gearbox Software.  This project began with porting the Unreal Engine 2 engine from the Xbox to the Wii.  It then required migrating/redesigning game content as well as designing the movement and combat controls to utilize the Wii remote.   The talk will touch on the team needs for Wii development and the lessons learned from this project.</p>
<p>Kurt Reiner serves as Technical Director at Demiurge Studios but sometimes manages to sneak into engineering lead and programmer roles when others aren&#8217;t looking.  Kurt has been in the game industry since 1998, when he helped found Shaba Games. After Shaba, Kurt moved on to Electronic Arts. There he worked on several critical intellectual properties including Tiger Woods Golf, James Bond, and the Sims. Kurt holds a B.S. in Mechanical Engineering from University of California at Berkeley and a Ph.D. in Mechanical Engineering from Stanford University.</p>
<p>Logistics:</p>
<p>Wednesday, May 14 @ 7pm<br />
The Skellig, Waltham<br />
You can find all the other logistical information <a href="http://bostonpostmortem.org/about/">on our &#8220;About&#8221; page</a>.<a target="_blank" href="http://bostonpostmortem.org/SkelligDirections.htm" /></p>
<p>Should be fun!
</p>
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		<title>Turbine Gets $40M</title>
		<link>http://bostonpostmortem.org/2008/04/30/turbine-gets-40m/</link>
		<comments>http://bostonpostmortem.org/2008/04/30/turbine-gets-40m/#comments</comments>
		<pubDate>Thu, 01 May 2008 03:12:58 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
		
	<category>Boston game news</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/04/30/turbine-gets-40m/</guid>
		<description><![CDATA[Turbine just announced that they&#8217;ve received $40 million in funding. Congrats!

]]></description>
			<content:encoded><![CDATA[<p>Turbine just announced that <a href="http://www.gamesindustry.biz/articles/turbine-secures-40-million-in-funding">they&#8217;ve received $40 million in funding</a>. Congrats!
</p>
]]></content:encoded>
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		<item>
		<title>NEIA Senior Portfolio Show</title>
		<link>http://bostonpostmortem.org/2008/04/09/neia-senior-portfolio-show/</link>
		<comments>http://bostonpostmortem.org/2008/04/09/neia-senior-portfolio-show/#comments</comments>
		<pubDate>Wed, 09 Apr 2008 19:02:37 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
		
	<category>Event announcements</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/04/09/neia-senior-portfolio-show/</guid>
		<description><![CDATA[[ April 16, 2008; 1:00 pm to 5:00 pm. ] The New England Institute of Art
Senior Portfolio Show
April 16th, 1 - 5 PM
The Brookline Holiday Inn, 1200 Beacon Street, Coolidge Corner

Come see the creative 2D and 3D work of our talented Animation seniors! Many are available for freelance or full-time work opportunities. Pre-screen future resources, or just come see some inventive demo reels.

RSVP to: Kristin [...]]]></description>
			<content:encoded><![CDATA[<table class="ec3_schedule"><tr><td colspan="3">April 16, 2008</td></tr><tr><td class="ec3_start">1:00 pm</td><td class="ec3_to">to</td><td class="ec3_end">5:00 pm</td></tr></table><p>The New England Institute of Art<br />
Senior Portfolio Show<br />
April 16th, 1 - 5 PM<br />
The Brookline Holiday Inn, 1200 Beacon Street, Coolidge Corner</p>
<p>Come see the creative 2D and 3D work of our talented Animation seniors! Many are available for freelance or full-time work opportunities. Pre-screen future resources, or just come see some inventive demo reels.</p>
<p>RSVP to: Kristin Casasanto, Senior Career Advisor, Media Arts &#038; Animation at NEiA: kcasasanto -at- aii.edu<br />
Contact Kristin for directions or questions.
</p>
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		<item>
		<title>AudiOddysey Article</title>
		<link>http://bostonpostmortem.org/2008/04/08/audioddysey-article/</link>
		<comments>http://bostonpostmortem.org/2008/04/08/audioddysey-article/#comments</comments>
		<pubDate>Tue, 08 Apr 2008 13:15:16 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
		
	<category>Uncategorized</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/04/08/audioddysey-article/</guid>
		<description><![CDATA[There&#8217;s a post mortem of AudiOdyssey up on GameCareerGuide. For those of you who weren&#8217;t at our December meeting, AudiOdyssey is a Wiimote-controlled accessible rhythm game made by the Singapore-MIT GAMBIT lab last Summer.

]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s <a href="http://www.gamecareerguide.com/features/519/student_postmortem_singaporemit_.php">a post mortem of AudiOdyssey up on GameCareerGuide</a>. For those of you who weren&#8217;t at our December meeting, AudiOdyssey is a Wiimote-controlled accessible rhythm game made by the Singapore-MIT GAMBIT lab last Summer.
</p>
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		<title>Stephen King Speaks Out Against HR 1423</title>
		<link>http://bostonpostmortem.org/2008/04/07/stephen-king-speaks-out-against-hr-1423/</link>
		<comments>http://bostonpostmortem.org/2008/04/07/stephen-king-speaks-out-against-hr-1423/#comments</comments>
		<pubDate>Mon, 07 Apr 2008 18:52:21 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
		
	<category>Uncategorized</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/04/07/stephen-king-speaks-out-against-hr-1423/</guid>
		<description><![CDATA[I was surprised (to put it mildly) to see an article in Entertainment Weekly written by Stephen King, decrying the HR 1423 bill that Kent Quirk (along with the ESA and IEMA) testified against. King’s article mostly takes a common sense, “shouldn’t the parents be protecting their kids?” standpoint. You can read the full article [...]]]></description>
			<content:encoded><![CDATA[<p>I was surprised (to put it mildly) to see an article in Entertainment Weekly written by Stephen King, decrying <a target="_blank" href="http://bostonpostmortem.org/2008/03/18/what-i-said/#more-71">the HR 1423 bill that Kent Quirk (along with the ESA and IEMA) testified against</a>. King’s article mostly takes a common sense, “shouldn’t the parents be protecting their kids?” standpoint. <a target="_blank" href="http://www.ew.com/ew/article/0,,20188502,00.html">You can read the full article here.</a>
</p>
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		<item>
		<title>Rockstar Acquires Mad Doc</title>
		<link>http://bostonpostmortem.org/2008/04/07/rockstar-acquires-mad-doc/</link>
		<comments>http://bostonpostmortem.org/2008/04/07/rockstar-acquires-mad-doc/#comments</comments>
		<pubDate>Mon, 07 Apr 2008 18:51:56 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
		
	<category>Boston game news</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/04/07/rockstar-acquires-mad-doc/</guid>
		<description><![CDATA[In case you haven’t heard, Rockstar Games recently acquired Mad Doc Software. You can read the official press release here. Congratulations to the hard-working devs at Mad Do–no, wait: the hard-working devs at Rockstar New England!

]]></description>
			<content:encoded><![CDATA[<p>In case you haven’t heard, Rockstar Games recently acquired Mad Doc Software. <a target="_blank" href="http://ir.take2games.com/ReleaseDetail.cfm?ReleaseID=303322">You can read the official press release here.</a> Congratulations to the hard-working devs at Mad Do–no, wait: the hard-working devs at Rockstar New England!
</p>
]]></content:encoded>
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		</item>
		<item>
		<title>April Meeting</title>
		<link>http://bostonpostmortem.org/2008/04/03/april-meeting/</link>
		<comments>http://bostonpostmortem.org/2008/04/03/april-meeting/#comments</comments>
		<pubDate>Thu, 03 Apr 2008 16:08:47 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
		
	<category>Event announcements</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/04/03/april-meeting/</guid>
		<description><![CDATA[[ April 9, 2008; 7:00 pm to 10:00 pm. ] Post Mortem is coming up next week: note that the meeting is Wednesday, not Tuesday as you might guess (the Skellig was booked, sorry). Our speaker will be Alex Engel from Turbine, and here's the info on his talk.

Title: Exploring the Exploitation of Online Games: Real Money Transactions

Description: The explosion in popularity of online games [...]]]></description>
			<content:encoded><![CDATA[<table class="ec3_schedule"><tr><td colspan="3">April 9, 2008</td></tr><tr><td class="ec3_start">7:00 pm</td><td class="ec3_to">to</td><td class="ec3_end">10:00 pm</td></tr></table><p>Post Mortem is coming up next week: note that the meeting is Wednesday, not Tuesday as you might guess (the Skellig was booked, sorry). Our speaker will be Alex Engel from Turbine, and here&#8217;s the info on his talk.</p>
<p>Title: Exploring the Exploitation of Online Games: Real Money Transactions</p>
<p>Description: The explosion in popularity of online games such as World of Warcraft has created a lucrative secondary market for virtual items and goods. This has caused friction between players who engage in these activities and companies who discourage it. Drawing on experience from several Massively Multiplayer games, Turbine&#8217;s Alex Engel will discuss the problems and challenges of dealing with groups that play your games for profit, not fun.</p>
<p>Logistics:<br />
Wednesday April 9, 7pm<br />
The Skellig in Waltham<br />
Directions here: <a target="_blank" href="http://bostonpostmortem.org/SkelligDirections.htm">http://bostonpostmortem.org/SkelligDirections.htm</a></p>
<p>Hope to see you all!
</p>
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		<item>
		<title>WPI IMGD Speaker Series</title>
		<link>http://bostonpostmortem.org/2008/03/23/wpi-imgd-speaker-series/</link>
		<comments>http://bostonpostmortem.org/2008/03/23/wpi-imgd-speaker-series/#comments</comments>
		<pubDate>Sun, 23 Mar 2008 22:16:07 +0000</pubDate>
		<dc:creator>Kent</dc:creator>
		
	<category>General</category>
	<category>Announcements</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/03/23/wpi-imgd-speaker-series/</guid>
		<description><![CDATA[The Interactive Media &#38;amp; Game Development (IMGD) program at WPI has been running a weekly speaker series for the past few years, open to the public.
Recently, they began to video record the talks, and they post them online.
And if you have something interesting to talk about, they are always looking for speakers. You can get [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://www.wpi.edu/Academics/Majors/IMGD/">Interactive Media &amp;amp; Game Development (IMGD)</a> program at WPI has been running a weekly speaker series for the past few years, open to the public.</p>
<p>Recently, they began to video record the talks, and they <a href="http://www.imgd.wpi.edu/speakers/">post them online</a>.</p>
<p>And if <u>you</u> have something interesting to talk about, they are always looking for speakers. You can get an idea of what types of talks have been given by looking at the site. Links to talks from previous semesters are near the bottom.
</p>
]]></content:encoded>
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		<title>Denis Dyack Speaking At MIT This Evening</title>
		<link>http://bostonpostmortem.org/2008/03/20/denis-dyack-speaking-at-mit-this-evening/</link>
		<comments>http://bostonpostmortem.org/2008/03/20/denis-dyack-speaking-at-mit-this-evening/#comments</comments>
		<pubDate>Thu, 20 Mar 2008 17:01:51 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
		
	<category>Event announcements</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/03/20/denis-dyack-speaking-at-mit-this-evening/</guid>
		<description><![CDATA[[ March 20, 2008; 5:00 pm to 6:00 pm. ] Sorry for the short notice, but I just found out that Denis Dyack is speaking this evening (5pm) at MIT. Reposted with permission from the GAMBIT blog:
This afternoon the US GAMBIT lab is playing host to Denis Dyack, the founder and president of Silicon Knights (Eternal Darkness: Sanity's Requiem, Metal Gear Solid: The Twin Snakes, [...]]]></description>
			<content:encoded><![CDATA[<table class="ec3_schedule"><tr><td colspan="3">March 20, 2008</td></tr><tr><td class="ec3_start">5:00 pm</td><td class="ec3_to">to</td><td class="ec3_end">6:00 pm</td></tr></table><p>Sorry for the short notice, but I just found out that Denis Dyack is speaking this evening (5pm) at MIT. Reposted with permission from <a href="http://gambit.mit.edu/updates/2008/03/live_tonight_at_gambit_us_deni.php">the GAMBIT blog</a>:</p>
<blockquote><p>This afternoon the US GAMBIT lab is playing host to Denis Dyack, the founder and president of Silicon Knights (<cite>Eternal Darkness: Sanity&#8217;s Requiem, Metal Gear Solid: The Twin Snakes, Too Human</cite>). In addition to guest-lecturing in a game design course or two, Dyack will also be giving a presentation on Games as the Eighth Art and Engagement Theory for the <a href="http://cms.mit.edu/events/colloquiaforums.php#032008">MIT CMS Colloquium series</a>.  The Colloquium lecture is free and open to the public, and runs from 5-7 PM this evening in building <a href="http://whereis.mit.edu/map-jpg?mapterms=2-105&#038;mapsearch=go">2-105</a>.</p>
<p>From the official description at cms.mit.edu:</p>
<blockquote><p><strong>Denis Dyack</strong> is the founder and president of Silicon Knights. In this capacity, he oversees the creation and development of games, and continues to further the growth of the company. Dyack is a noted authority on interactive software development and offers valuable insight into the process of designing next-generation games that appeal to the masses. Under Dyack&#8217;s direction, Silicon Knights has evolved into one of the top independent interactive software developers in the world. Dyack (B. Phed, H. B.Sc, M. Sc.) founded Silicon Knights in 1992 after publishing <cite>Cyber Empires</cite> in 1991. Since that time, Silicon Knights has moved from creating PC games to premiere AAA console titles, such as <cite>Blood Omen: Legacy of Kain</cite> for the original PlayStation. Working with Nintendo as a second party, Silicon Knights created the critically acclaimed <cite>Eternal Darkness.</cite> Together with Nintendo, Silicon Knights worked with Konami to create another critically acclaimed game, <cite>Metal Gear Solid: The Twin Snakes.</cite> Dyack and his team are currently working with Microsoft on the <cite>Too Human</cite> trilogy for the Xbox 360, and developing an exciting new game for Sega of America.</p></blockquote>
<p>For more on Dyack and Engagement Theory, check out the related <a href="http://www.gametrailers.com/player/28427.html">Developer&#8217;s Diary video podcast</a> at gametrailers.com, then come down to campus and say hello!</p></blockquote>
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		<title>What I said at the hearing</title>
		<link>http://bostonpostmortem.org/2008/03/18/what-i-said/</link>
		<comments>http://bostonpostmortem.org/2008/03/18/what-i-said/#comments</comments>
		<pubDate>Tue, 18 Mar 2008 19:36:12 +0000</pubDate>
		<dc:creator>Kent</dc:creator>
		
	<category>Boston game news</category>
		<guid isPermaLink="false">http://bostonpostmortem.org/2008/03/18/what-i-said/</guid>
		<description><![CDATA[The hearing at the State House was a bit confusing. There were a number of bills up for consideration, and a couple of hundred people who were there to support and/or protest one or another bill. After about an hour and a half of presentations on other laws, I was suddenly called as part of [...]]]></description>
			<content:encoded><![CDATA[<p>The hearing at the State House was a bit confusing. There were a number of bills up for consideration, and a couple of hundred people who were there to support and/or protest one or another bill. After about an hour and a half of presentations on other laws, I was suddenly called as part of a panel of speakers; we had someone there from the ESA, the ESRB, a local company who rents video games, someone representing game sales, and me representing the local game creation industry. The entire panel had 8 minutes to present.<br />
My prepared remarks are after the break &#8212; but they were intended to take 3 minutes to present. I tried to keep the entire presentation under 2, so I skipped large sections of it. My best recollection of the parts I left out is highlighted in blue.<br />
<a id="more-71"></a></p>
<blockquote><p>Thank you for having me here today.</p>
<p>My name is Kent Quirk, from Acton, MA. I make games. <font color="blue">I’ve been a software engineer and entrepreneur in Massachusetts for the past 25 years, and I’ve been making educational and computer games since about 1995.<br />
</font></p>
<p><font color="blue">The Massachusetts digital game business is not a new industry. During the 1980s, one of the top computer game companies in the world was Infocom, based in Cambridge. In the 1990s, Massachusetts grew a variety of powerhouse game developers like Looking Glass and Papyrus. Many of those former leaders are today running other game companies in Massachusetts.<br />
</font></p>
<p><font color="blue">During those early years, however, one of the things missing from the Massachusetts game industry was a sense of cohesion &#8212; an economy where individuals could move between different companies as their skills and the companies changed. Many developers and graduating students left Massachusetts in search of friendlier climates for game development &#8212; places like California and Texas.<br />
</font></p>
<p><font color="blue">Some of us wanted to change this. </font> In 1997, a few Massachusetts game developers and I started meeting on a monthly basis. The organization that we named Boston Post Mortem has grown into a leading chapter of the International Game Developer’s Association, and we believe it to be the largest regular meeting of any local game industry group in the world. <font color="blue">Our monthly meetings in Waltham draw between 100 and 150 local game developers and students.</font><br />
We have more than 70 local game companies on our list of Boston-area game developers, from large to small. Harmonix, based in Cambridge, created two of the hottest games in recent memory &#8212; Guitar Hero and Rock Band, which together have earned more than $1 Billion in revenue.<br />
Other companies are small but still significant. Glymetrix, based on the North Shore, is working on “serious” games to help people to manage their diabetes. Conduit Labs in Cambridge just raised $5.5 million in venture capital for casual multiplayer social games. <font color="blue">I work for the Massachusetts office of Linden Lab, and we&#8217;ve grown from 3 people to 15 people in the last 9 months.</font><br />
Worcester Polytechnic Institute has probably the best undergraduate game development program in the country &#8212; offering a multidisciplinary program that blends computer science with art, sound, music, and storytelling. <font color="blue">Several other universities in the area are also providing graduate or undergraduate degree programs related to computer games. It’s a valid and growing area of academic research, and </font>Massachusetts is leading the way.<br />
The overall impact of the digital game business to the Massachusetts economy is currently estimated at more than $300 million annually, with somewhere between 1500 and 2000 employees. That’s about 4 times the size of the film production industry in Massachusetts.<br />
And they&#8217;re good jobs &#8212; the average salary in the game business is over $77,000 a year. We’re quiet, and we don’t pollute. We take the best, the brightest, and the most creative art, music, and technology students from Massachusetts universities and give them reasons to stay in Massachusetts. Someone I hired as an intern in 1999 is now the CEO of a Massachusetts game company with 32 employees.<br />
Game development is a significant, creative business that we really should promote in this state. This very committee is considering ways to encourage creative technical industries in Massachusetts.<br />
Ten years of concerted effort by a lot of people has begun to create the perception that Massachusetts is a great place to make games &#8212; but it&#8217;s a recent change, and still tentative.<br />
A bill like H.1423 sends a strongly negative message to a growing but fragile economy that Massachusetts does not want to be a friendly place to run a digital game business. This is exactly the wrong message to send. Please, I urge you to reject this bill and instead, send the message that Massachusetts not only cares about the game industry, but wants to promote it.<br />
Thank you for your time.</p></blockquote>
<p>Overall, I was pleased; the committee seemed attentive and interested in all 5 presentations. The ESA representative did a good job of presenting the legal issues related to such laws, along with the fiscal implications.</p>
<p>If you haven&#8217;t had time yet to contact your representative, there&#8217;s still time.</p>
<p>Kent
</p>
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